how do you bake the normal map from that model? does the obj file that you exported from zbrush stored the details that you created earlier without the uv maps?
You'll have to lower the subdivision levels using the subdivision slider, and export the lower subdivided version. Use the high poly to bake the normal maps onto the low poly model.
Otherwise - sweet, but why you stop here? :,( go just one step further and show auto-unwrap process? I bet 90% of the people looking for retopology are doing it becouse they need to make the UV?
It was an informative video: Thanks! Two unrelated crits, though. Drop the "music" and watch your mic levels. I had to turn my volume way up to hear you. Of course, it let me hear the "music" better, too! Lucky me. _lol_
Thanks Kevin, I appreciate the feedback! None of my newer videos include music anymore, and I have purchased a proper microphone which I think has helped. The thought process was that the music would help a "boring" video flow a bit better, but unfortunately it just annoyed people, lol. Anyway, thanks for watching, glad it helped!
Great tutorial but I have to ask. If I were to sculpt in zbrush, lower the subdivision level then fix the clean up the edge flow, edge loops, tris, ngons, etc I might could avoid having to retopo the model in a way that might seems as if I'm redoing it. Sorry for the long winded explanation I'm just trying to figure out how go about this. Seeing the possibilities of sculpting go me really excited for what I can create😀
Hey sorry about the late reply! But yes, I actually do that all the time also (start with a mesh with good topology and then sculpt details so I don't have to retopo) but... I've also found enjoyment in sculpting from start to finish in Zbrush, which unfortunately creates bad topology, then I have to retopo.
Right, you would lower the subdivision levels and export the low poly model as an obj or something to another external 3d package for rendering. Use the higher poly model with good topology to bake normal maps for the lower poly model with good topology (you could technically use the high poly with bad topology too) but anyway.... Thanks for watching!
@@bshukrallah Ahhhh okay that makes better sense, guess i misheard or overlooked that while trying to follow what you were doing, much confusion abounds, thanks for clarifying cus that seriously confused me.
Actually, you don't know what the topology of the face should look like. Why are you doing a tutorial at all, when you don't know how the topology of the face should look like? This face will be a problem to animate
Dude did we find this useful lol... I have a tear in my eye. The amount of time this will save me is ridiculous. THANK YOU... You have a subscriber.
Glad it helped! Thanks for watching!
I had to stop the video after about a minute because I had a difficult time hearing you over the music track.
Robert Randall agree, the background music is sound annoying, had to pause for a while
It hardly bothered me ...
scrolling through the comments i found out i was the only one who enjoyed the background music haha , also bro great vid !
I always put the music in because I thought it made the videos less boring... But oh well. Thanks for watching!
Great tutorial this helped a lot
No problem! Thanks for checking it out!
how do you bake the normal map from that model? does the obj file that you exported from zbrush stored the details that you created earlier without the uv maps?
Thanks!!!
ty sir
No problem! Glad it helped!
But when I export the ZRemesher version to Blender, it just becomes another high polly mesh. What happened to the low polly?
You'll have to lower the subdivision levels using the subdivision slider, and export the lower subdivided version. Use the high poly to bake the normal maps onto the low poly model.
@@bshukrallah Can you show us in your next video?
@@GokdenizCetin sure, I'll make a new video on this. I believe there are some additional features that I need to go over as well.
@@bshukrallah Awesome! I'm waiting for it
New video should be on the channel in the morning! Check it out!
thank you, man!
You're welcome!
Thank you so much man you helped me so much.....
No problem! Glad it helped
Otherwise - sweet, but why you stop here? :,( go just one step further and show auto-unwrap process? I bet 90% of the people looking for retopology are doing it becouse they need to make the UV?
True. That can be another video. Thanks for watching!!
It was an informative video: Thanks! Two unrelated crits, though. Drop the "music" and watch your mic levels. I had to turn my volume way up to hear you. Of course, it let me hear the "music" better, too! Lucky me. _lol_
Thanks Kevin, I appreciate the feedback! None of my newer videos include music anymore, and I have purchased a proper microphone which I think has helped. The thought process was that the music would help a "boring" video flow a bit better, but unfortunately it just annoyed people, lol. Anyway, thanks for watching, glad it helped!
Great tutorial but I have to ask. If I were to sculpt in zbrush, lower the subdivision level then fix the clean up the edge flow, edge loops, tris, ngons, etc I might could avoid having to retopo the model in a way that might seems as if I'm redoing it. Sorry for the long winded explanation I'm just trying to figure out how go about this. Seeing the possibilities of sculpting go me really excited for what I can create😀
Hey sorry about the late reply! But yes, I actually do that all the time also (start with a mesh with good topology and then sculpt details so I don't have to retopo) but... I've also found enjoyment in sculpting from start to finish in Zbrush, which unfortunately creates bad topology, then I have to retopo.
Thank you! Tutorial is great!! But please dont add any background music next time ;) Keep it up!!
Awesome, glad it helped!
Im not understand becouse after retopology there are more poly than dynamesh
Yes but it has a new better TOPOLOGY now. and u could down level in order to add uv maps
You can say "BLENDER 2.8"!!!
Wow Cool=)) You help))
08:35
you literally retopod the 1mil onto the 2.5mil
Right, you would lower the subdivision levels and export the low poly model as an obj or something to another external 3d package for rendering. Use the higher poly model with good topology to bake normal maps for the lower poly model with good topology (you could technically use the high poly with bad topology too) but anyway.... Thanks for watching!
@@bshukrallah Ahhhh okay that makes better sense, guess i misheard or overlooked that while trying to follow what you were doing, much confusion abounds, thanks for clarifying
cus that seriously confused me.
Halle View
Actually, you don't know what the topology of the face should look like. Why are you doing a tutorial at all, when you don't know how the topology of the face should look like? This face will be a problem to animate